I Applied an Ai standard surface on a mesh in the scene.
I use ramp shader in basecolor.
i want ramp shader as an .png map images, how do i export the shader in png image map?
Hi!
You can use the "Convert to File Texture" command.
This command is geometry based, if you want the ramp texture the same way you see it in the preview image you would first need to assign it to a square plane. But if you just want the result to look like what you have, you can just use the designated geometry and it will create a texture specific to those UV's instead.
I hope it helps!
As I said. It's geometry specific, so the geometry you want to convert your shader from needs to be selected.
Sure thing. I attached a video of how I do it.
I don't have software on my computer that displays keys when they are pressed. So in order to get to the "Assign new Material" Menu, I used Rightclick. And in order to add the shader to the selection in the Hypershade I held down Shift when I clicked it.
But if you already have an existing Ramp, you can use the Hypershade or the Node Editor to connect it to the shader you create.
I hope it helps!
Did you have both the object that the shader is applied to and the shader (the shader not the ramp texture) selected when you ran the command?
Thats weird, because this error should only be showing if there is no geometry selected...
Anyways, try selecting your ramp and then running this script from a python tab in the Script Editor:
import maya.cmds as mc
def exportRamp(name = ""):
ramp = mc.ls(sl = True)[0]
pl = mc.polyPlane(n = "standinPlane")[0]
shader = applyMaterial(pl)
mc.connectAttr('{}.outColor'.format(ramp),'{}.color'.format(shader) )
mc.convertSolidTx( ramp,pl,sp = True,fur = True, rx=1024, ry=1024, fil = 'png', fin = name, f = True )
mc.delete(pl)
mc. delete(shader)
def applyMaterial(node):
if mc.objExists(node):
shd = mc.shadingNode('lambert', name="%s_lambert" % node, asShader=True)
shdSG = mc.sets(name='%sSG' % shd, empty=True, renderable=True, noSurfaceShader=True)
mc.connectAttr('%s.outColor' % shd, '%s.surfaceShader' % shdSG)
mc.sets(node, e=True, forceElement=shdSG)
return shd
exportRamp(name = "exportedRamp.png")
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